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Re: [MUD-Dev] Game Economies
On Thu, 10 Jun 1999 18:24:04 -0500
Koster, Raph <rkoster#origin,ea.com> wrote:
> The basic lesson I took away from trying to develop economic AI in
> shopkeepers in UO was, don't bother. It's a multiplayer
> game. Spend that development coming up with systems that support
> the *player-to-player* economy, and you'll end up with something
> isn't a sim--it'll be real.
Translation: Effort spent on AI in MU games is largely wasted --
human players are far more efficient, effective, and cheaper AI's
than you'll ever design or implement. Instead spend your time on
helping the human AI's express themselves.
This is of course an extension to my fertility law.
--
J C Lawrence Home: claw#kanga,nu
---------(*) Linux/IA64 - Work: claw#varesearch,com
... Beware of cromagnons wearing chewing gum and palm pilots ...
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- Thread context:
- Re: [MUD-Dev] Game Economies, (continued)
- RE: [MUD-Dev] Game Economies,
Koster, Raph rkoster#origin,ea.com, Thu 10 Jun 1999, 23:31 GMT
- RE: [MUD-Dev] Game Economies,
Koster, Raph rkoster#origin,ea.com, Fri 11 Jun 1999, 14:38 GMT
- RE: [MUD-Dev] Game Economies,
Charles Hughes charles.hughes#bigfoot,com, Sat 12 Jun 1999, 02:38 GMT
- Re: [MUD-Dev] Game Economies,
Ling K.L.Lo-94#student,lboro.ac.uk, Sun 13 Jun 1999, 20:12 GMT
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